Bullet Collision Detection & Physics Library
btDeformableBackwardEulerObjective.cpp
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1/*
2 Written by Xuchen Han <xuchenhan2015@u.northwestern.edu>
3
4 Bullet Continuous Collision Detection and Physics Library
5 Copyright (c) 2019 Google Inc. http://bulletphysics.org
6 This software is provided 'as-is', without any express or implied warranty.
7 In no event will the authors be held liable for any damages arising from the use of this software.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it freely,
10 subject to the following restrictions:
11 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15
17#include "btPreconditioner.h"
19
21 : m_softBodies(softBodies), m_projection(softBodies), m_backupVelocity(backup_v), m_implicit(false)
22{
26}
27
29{
32}
33
35{
36 BT_PROFILE("reinitialize");
37 if (dt > 0)
38 {
39 setDt(dt);
40 }
41 if (nodeUpdated)
42 {
43 updateId();
44 }
45 for (int i = 0; i < m_lf.size(); ++i)
46 {
47 m_lf[i]->reinitialize(nodeUpdated);
48 }
50 I.setIdentity();
51 for (int i = 0; i < m_softBodies.size(); ++i)
52 {
53 btSoftBody* psb = m_softBodies[i];
54 for (int j = 0; j < psb->m_nodes.size(); ++j)
55 {
56 if (psb->m_nodes[j].m_im > 0)
57 psb->m_nodes[j].m_effectiveMass = I * (1.0 / psb->m_nodes[j].m_im);
58 }
59 }
60 m_projection.reinitialize(nodeUpdated);
61 // m_preconditioner->reinitialize(nodeUpdated);
62}
63
65{
66 m_dt = dt;
67}
68
70{
71 BT_PROFILE("multiply");
72 // add in the mass term
73 size_t counter = 0;
74 for (int i = 0; i < m_softBodies.size(); ++i)
75 {
76 btSoftBody* psb = m_softBodies[i];
77 for (int j = 0; j < psb->m_nodes.size(); ++j)
78 {
79 const btSoftBody::Node& node = psb->m_nodes[j];
80 b[counter] = (node.m_im == 0) ? btVector3(0, 0, 0) : x[counter] / node.m_im;
81 ++counter;
82 }
83 }
84
85 for (int i = 0; i < m_lf.size(); ++i)
86 {
87 // add damping matrix
88 m_lf[i]->addScaledDampingForceDifferential(-m_dt, x, b);
89 // Always integrate picking force implicitly for stability.
90 if (m_implicit || m_lf[i]->getForceType() == BT_MOUSE_PICKING_FORCE)
91 {
92 m_lf[i]->addScaledElasticForceDifferential(-m_dt * m_dt, x, b);
93 }
94 }
95 int offset = m_nodes.size();
96 for (int i = offset; i < b.size(); ++i)
97 {
98 b[i].setZero();
99 }
100 // add in the lagrange multiplier terms
101
102 for (int c = 0; c < m_projection.m_lagrangeMultipliers.size(); ++c)
103 {
104 // C^T * lambda
106 for (int i = 0; i < lm.m_num_nodes; ++i)
107 {
108 for (int j = 0; j < lm.m_num_constraints; ++j)
109 {
110 b[lm.m_indices[i]] += x[offset + c][j] * lm.m_weights[i] * lm.m_dirs[j];
111 }
112 }
113 // C * x
114 for (int d = 0; d < lm.m_num_constraints; ++d)
115 {
116 for (int i = 0; i < lm.m_num_nodes; ++i)
117 {
118 b[offset + c][d] += lm.m_weights[i] * x[lm.m_indices[i]].dot(lm.m_dirs[d]);
119 }
120 }
121 }
122}
123
125{
126 for (int i = 0; i < m_softBodies.size(); ++i)
127 {
128 btSoftBody* psb = m_softBodies[i];
129 for (int j = 0; j < psb->m_nodes.size(); ++j)
130 {
131 btSoftBody::Node& node = psb->m_nodes[j];
132 node.m_v = m_backupVelocity[node.index] + dv[node.index];
133 }
134 }
135}
136
138{
139 size_t counter = 0;
140 for (int i = 0; i < m_softBodies.size(); ++i)
141 {
142 btSoftBody* psb = m_softBodies[i];
143 if (!psb->isActive())
144 {
145 counter += psb->m_nodes.size();
146 continue;
147 }
148 if (m_implicit)
149 {
150 for (int j = 0; j < psb->m_nodes.size(); ++j)
151 {
152 if (psb->m_nodes[j].m_im != 0)
153 {
154 psb->m_nodes[j].m_v += psb->m_nodes[j].m_effectiveMass_inv * force[counter++];
155 }
156 }
157 }
158 else
159 {
160 for (int j = 0; j < psb->m_nodes.size(); ++j)
161 {
162 btScalar one_over_mass = (psb->m_nodes[j].m_im == 0) ? 0 : psb->m_nodes[j].m_im;
163 psb->m_nodes[j].m_v += one_over_mass * force[counter++];
164 }
165 }
166 }
167 if (setZero)
168 {
169 for (int i = 0; i < force.size(); ++i)
170 force[i].setZero();
171 }
172}
173
175{
176 BT_PROFILE("computeResidual");
177 // add implicit force
178 for (int i = 0; i < m_lf.size(); ++i)
179 {
180 // Always integrate picking force implicitly for stability.
181 if (m_implicit || m_lf[i]->getForceType() == BT_MOUSE_PICKING_FORCE)
182 {
183 m_lf[i]->addScaledForces(dt, residual);
184 }
185 else
186 {
187 m_lf[i]->addScaledDampingForce(dt, residual);
188 }
189 }
190 // m_projection.project(residual);
191}
192
194{
195 btScalar mag = 0;
196 for (int i = 0; i < residual.size(); ++i)
197 {
198 mag += residual[i].length2();
199 }
200 return std::sqrt(mag);
201}
202
204{
205 btScalar e = 0;
206 for (int i = 0; i < m_lf.size(); ++i)
207 {
208 e += m_lf[i]->totalEnergy(dt);
209 }
210 return e;
211}
212
214{
215 for (int i = 0; i < m_softBodies.size(); ++i)
216 {
217 m_softBodies[i]->advanceDeformation();
218 }
219 if (m_implicit)
220 {
221 // apply forces except gravity force
222 btVector3 gravity;
223 for (int i = 0; i < m_lf.size(); ++i)
224 {
225 if (m_lf[i]->getForceType() == BT_GRAVITY_FORCE)
226 {
227 gravity = static_cast<btDeformableGravityForce*>(m_lf[i])->m_gravity;
228 }
229 else
230 {
231 m_lf[i]->addScaledForces(m_dt, force);
232 }
233 }
234 for (int i = 0; i < m_lf.size(); ++i)
235 {
236 m_lf[i]->addScaledHessian(m_dt);
237 }
238 for (int i = 0; i < m_softBodies.size(); ++i)
239 {
240 btSoftBody* psb = m_softBodies[i];
241 if (psb->isActive())
242 {
243 for (int j = 0; j < psb->m_nodes.size(); ++j)
244 {
245 // add gravity explicitly
246 psb->m_nodes[j].m_v += m_dt * psb->m_gravityFactor * gravity;
247 }
248 }
249 }
250 }
251 else
252 {
253 for (int i = 0; i < m_lf.size(); ++i)
254 {
255 m_lf[i]->addScaledExplicitForce(m_dt, force);
256 }
257 }
258 // calculate inverse mass matrix for all nodes
259 for (int i = 0; i < m_softBodies.size(); ++i)
260 {
261 btSoftBody* psb = m_softBodies[i];
262 if (psb->isActive())
263 {
264 for (int j = 0; j < psb->m_nodes.size(); ++j)
265 {
266 if (psb->m_nodes[j].m_im > 0)
267 {
268 psb->m_nodes[j].m_effectiveMass_inv = psb->m_nodes[j].m_effectiveMass.inverse();
269 }
270 }
271 }
272 }
273 applyForce(force, true);
274}
275
277{
278 size_t counter = 0;
279 for (int i = 0; i < m_softBodies.size(); ++i)
280 {
281 btSoftBody* psb = m_softBodies[i];
282 for (int j = 0; j < psb->m_nodes.size(); ++j)
283 {
284 dv[counter] = psb->m_nodes[j].m_im * residual[counter];
285 ++counter;
286 }
287 }
288}
289
290//set constraints as projections
292{
293 m_projection.setConstraints(infoGlobal);
294}
295
297{
299}
@ BT_MOUSE_PICKING_FORCE
#define BT_PROFILE(name)
Definition: btQuickprof.h:198
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
int size() const
return the number of elements in the array
btDeformableBackwardEulerObjective(btAlignedObjectArray< btSoftBody * > &softBodies, const TVStack &backup_v)
void setConstraints(const btContactSolverInfo &infoGlobal)
void computeResidual(btScalar dt, TVStack &residual)
btAlignedObjectArray< btDeformableLagrangianForce * > m_lf
btAlignedObjectArray< btSoftBody::Node * > m_nodes
btAlignedObjectArray< btSoftBody * > & m_softBodies
void initialGuess(TVStack &dv, const TVStack &residual)
btScalar computeNorm(const TVStack &residual) const
void multiply(const TVStack &x, TVStack &b) const
void reinitialize(bool nodeUpdated, btScalar dt)
btAlignedObjectArray< LagrangeMultiplier > m_lagrangeMultipliers
virtual void setConstraints(const btContactSolverInfo &infoGlobal)
virtual void reinitialize(bool nodeUpdated)
The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with...
Definition: btMatrix3x3.h:50
void setIdentity()
Set the matrix to the identity.
Definition: btMatrix3x3.h:323
The btSoftBody is an class to simulate cloth and volumetric soft bodies.
Definition: btSoftBody.h:75
btScalar m_gravityFactor
Definition: btSoftBody.h:845
tNodeArray m_nodes
Definition: btSoftBody.h:814
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82
btVector3 m_v
Definition: btSoftBody.h:271